topped the post after seeing it, signaling the
importance of this. In a subsequent hotfix update,
Larian did indeed add some of the skills mentioned
above. In a post titled Spell timing and other spell
issues, a player suggested that Dagger Cloud's spell
duration was too long, and gave a specific setting for
Dagger Cloud in the context of Dungeons & Dragons,
which he hoped Larian would modify. This started a
cycle of interaction and feedback.
Baldur's Gate 3 has gone through multiple
feedback loops during its development, with each
round of feedback pushing the developers to make
adjustments to the game, from rudimentary player
suggestions to the latest bug fixes. And as the
development process progressed, the content of the
interactions between developers and players changed.
Initial communication focused on adjustments to the
game's framework and basic design. As development
progressed, player feedback became more in-depth
and specific, involving all aspects of the game, such
as character design, combat mechanics, and plot
pacing. At a later stage, more technical details and
optimization directions became the focus of
discussion. Through multiple updates and fixes, the
developer further optimized the game content on the
basis of absorbing player feedback, thus ensuring the
high quality of the final game version.
Specifically, through the early test and repeated
polishing, Baldur's Gate 3’s framework and basic
settings tended to be rigorous and solid. In the months
after its official release, the main direction of game
patches 1 to 3 was the plot flow and combat gameplay
adjustment. In 2024, the game patches mainly
focused on optimization and repair, and patch 6 made
rich optimization adjustments to the interface UI and
character details. With the release of Patch 7, the
game itself was almost complete. As the timeline
went on, the content of the game patches was
gradually refined from macro to micro, implying a
steady improvement in the quality of the game, which
could not be separated from the active
communication between the fan community and
Larian Studios.
4.3 The Influence of Interaction
Admittedly, this two-way interaction model has
significant affordance between both the fan
community and the game developer. For the fan
community, players are able to express their personal
preferences, suggestions, and expectations through
interaction, prompting developers to customize the
game experience. This interaction not only allows
players to feel that they influence the direction of the
game's content and design, but also enhances their
sense of belonging to the game. For game developers,
this interaction allows them to identify problems at an
early stage, avoiding tedious post-release fixes, and
patch updates can respond more quickly to player
needs, thus improving game quality and player
satisfaction. In addition, by actively interacting with
players, developers demonstrate the importance they
place on player feedback, boosting player trust and
loyalty, promoting a word-of-mouth effect, and
attracting more new players to join. However, there
are two sides to the coin, and this model also has
certain constraints.
First, from the perspective of the interaction
model itself, the constraint is reflected in the
complexity of feedback screening and information
integration. With the development of information
technology and the increasing popularity of media
platforms, traditional tree-structure network
communication has been replaced (Choi et al., 2015).
Researchers have studied the information patterns
exhibited on popular platforms, and they have
concluded that individuals are now unable to cope
with the overwhelming amount of data that continues
to grow on such platforms (Han et al., 2014). This is
also true for developers. On social platforms, only a
small number of actively vocal fans or opinion
leaders are likely to have their suggestions taken on
board by developers, which can lead to a tendency for
developers to ignore the less active but still
importantly opinionated player base. For example, in
a post titled Early Access Feedback/Suggestions |
Spoilers, the poster made nine detailed suggestions
for the game's Early Access, most of which, such as
character appearance and spell types, fit the general
needs of players. In addition to this, he brought up a
less discussed point, namely item count balance. He
argued that the excessive number of items in the
game, such as scrolls, potions, and explosives, should
be avoided to prevent players from using them
uncontrollably, as a way to enhance the preciousness
and strategy of the items. However, this post did not
gain much discussion, with only 256 views and 0
replies, while in the actual gameplay, the supplies
were still abundant, and even often overflowed.
Second, from the perspective of the game
development model, the constraint is reflected in the
fragmentation of the development process and the
decline in development efficiency. Traditional game
development usually follows an established linear
schedule, including conceptual design, prototype
testing, formal development and final release,
emphasizing the structured and staged nature of the
development process. In today's digital era, however,